greenhouses

Thoughts on the further development of Haven & Hearth? Feel free to opine!
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TeckXKnight
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Re: greenhouses

Post by TeckXKnight »

martenx wrote:He's having an point.

The greenhouses them selfes .. I like, it mabey you can only plant one thing in it something like ... New corp? .....
How about no.
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Patchouli_Knowledge
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Re: greenhouses

Post by Patchouli_Knowledge »

I'm pretty sure the idea has been suggested or something related is suggested though but speaking of the Harvest Moon series, there is one idea that I was toying with within my mind and discussed with my villagers which is allow scythe to cut a 3 x 3 around the player after an hourglass duration. (After suggesting this however, Nekomata decided to take a cellar boulder and place it on a plowed field to try to remove the plowed fields)
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TeckXKnight
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Re: greenhouses

Post by TeckXKnight »

Patchouli_Knowledge wrote:I'm pretty sure the idea has been suggested or something related is suggested though but speaking of the Harvest Moon series, there is one idea that I was toying with within my mind and discussed with my villagers which is allow scythe to cut a 3 x 3 around the player after an hourglass duration. (After suggesting this however, Nekomata decided to take a cellar boulder and place it on a plowed field to try to remove the plowed fields)
I'd actually love if we could queue up fields to be harvested and planted. So just select an area to be cleared/planted and collected by our characters. It'd be very similar to botting but it'd also take out a huge amount tedium away from the task. The point of a game isn't to be tedious after all.
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Patchouli_Knowledge
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Re: greenhouses

Post by Patchouli_Knowledge »

That would work as well but I imagine that a system of queued movement needs to be implemented first. If such is the case, would it be a good idea to have higher quality allow you to path harvest faster, giving more incentive to make better quality scythe rather than throw away material for one? I'm sure strong village would love the higher reward:effort ratio considering they tend to mass more items and newbies can trade for high quality scythe as well.
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-=The law of inverse desire=- The chances of dropping what you want is the reciprocal of how much you want it.
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TeckXKnight
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Re: greenhouses

Post by TeckXKnight »

Patchouli_Knowledge wrote:That would work as well but I imagine that a system of queued movement needs to be implemented first. If such is the case, would it be a good idea to have higher quality allow you to path harvest faster, giving more incentive to make better quality scythe rather than throw away material for one? I'm sure strong village would love the higher reward:effort ratio considering they tend to mass more items and newbies can trade for high quality scythe as well.
I'm always for the idea of quality mattering more.

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